• Aucun résultat trouvé

Animist interface : experiments in mapping character animation to computer interface

N/A
N/A
Protected

Academic year: 2021

Partager "Animist interface : experiments in mapping character animation to computer interface"

Copied!
58
0
0

Texte intégral

(1)

71

Animist Interface:

Experiments in Mapping Character Animation

to Computer Interface

by

Richard W. Lachman

B.S. Computer Science and Engineering Massachusetts Institute of Technology

Cambridge, MA 1995

Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning,

in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE

IN MEDIA ARTS AND SCIENCES at the

Massachusetts Institute of Technology September 1997

C Massachusetts Institute of Technology, 1997 All Rights Reserved

Signature of Author ;

Program in Media Arts and Sciences August 8, 1997

Certified by

ee/6 ?

C idGlorianna

Davenport

Principal Research Associate Media Laboratory Thesis Supervisor

Accepted byCO

Ab

(/Stephen

A. Benton

Chairman Departmental Committee on Graduate Students Program in Media Arts and Sciences

(2)

Animist Interface:

Experiments in Mapping Character Animation

to Computer Interface

by

Richard W. Lachman

Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on August 9,1997, In partial fulfillment of the requirements for the degree of

MASTER OF SCIENCE IN MEDIA ARTS AND SCIENCES

at the

Massachusetts Institute of Technology September 1997

Abstract

This thesis presents a collection of techniques for integrating character and setting with software agent communication. "Animist Interface" supplements and supplants traditional interface elements such as plain-text dialogue boxes, static images and monotone audio to

create a richer, more cinematic messaging environment. The techniques animate subtle nuances on the periphery of the user's attention to increase the bandwidth of computer/user commumcation.

The problem area is defined by two questions: First, how can we use character-based

interfaces to make agent communication more efficient, meaningful, and enjoyable? Second, how can cinematographic techniques for directing, supporting and presenting character and setting inform this interface? Several principles of Animist Interface are explored, including the use of lightweight characters for communication, the scaling of prominence with relevance, and the use of virtual lighting and camera-work within an interface.

Simple software agents were created, which communicate proactively with the user in the form of characters or through cinematic techniques. Three "functional sketches" were used to put these ideas into practice: 1. An anthropomorphic interface; 2. A system based on background video imagery; 3. a project that combines virtual camera techniques, lighting and simple 3-D characters. Further directions and an outline for a future project/user-study conclude the thesis.

Thesis Supervisor: Glorianna Davenport

(3)

Animist Interface:

Experiments in Mapping Character

to Computer Interface

Animation

Richard W. Lachman

The following people served as readers for this thesis:

Reader: yy

Pattie Maes Associate Professor Sony Corporation Career Development Professor of Media Arts and Sciences Program in Media Arts and Sciences

Reader:

BAce M. 'Blumberg Assistant Professor of Media Arts and Sciences

(4)

Table of Contents

chapter one

Introduction

Dealing with Overload ... 5

Fiction ... 6

Why Animism? ...7

Overview of Thesis ... 8

chapter two

Prior Work

Personified Software Agents... 10 Knowledge Navigator ... 11

Guides... 12

Agents With Faces ... 13

Microsoft Bob ... 13 Office Assistant ... 14 Persona ... 15 Entertainment ... 16 Oz ... 16 Improv ... 17 Hamsterdam/Silas ... 17 Petz ... 18 FinFin ... 18 Creatures ... 19 Communication/Theories ... 20

The Media Equation ... 20 Studies on Faces ... 21 Computers As Theatre ... 22

Film Craft in Interface Design... 23

chapter three

Theories of Animist Interface

The Case for Animism ... 24 Foreground/Background ...27

Graceful Degredation ... 29

"Lights, Camera, Action!" ...

Sound and Music ... 2

chapter four

Three Experiments

"The Genie" Overview ... 33 Implementation ... 35 Analysis ... 39 "Backgrounds" Overview ... 41 Implementation ... 42 Analysis ... 43 "Mise-en-Scene" Overview ... 46 Implementation ... 46 Analysis ... 49

chapter live

Conclusions

Future Directions ... 52 GuardDog ... 52

Lessons and Questions ... 53

(5)

chapter one

Introduction

Dealing with Overload

In the course of a day, we take in and process an incredible number of messages. A simple walk down the street bombards us with information from all sides, and each burst of colour, of sound, of smell speaks volumes about where we are or what is happening around us. Even with media-representations, when several channels of input are removed, we can still take in enough to follow the complex images, sounds and plot lines of a movie. In the middle of all of this noise, we don't complain about "information overload", or feel adrift in a sea of unfiltered knowledge.

The Internet and our off-line computer forays, on the other hand, are described as

"drowning.. .in the rising tide of information"[Denning82], or wading through "heaps of dirt that [are] shipped to you on the infobahn everyday" [Lanier95]. Intelligent Agents, software designed to alleviate this overload, are described as "a deception and an empty promise" [Schneiderman96]. Why the massive disparity in our feelings of comfort and control?

The basic fact is that we communicate with the world around us in a variety of ways. Understanding a real world "message" involves many senses, at many priorities or levels of conscious thought. We do the "filtering" ourselves, since the way the message is presented says something about the message itself. Of course, there are incredible differences between these two situations: our physical presence among the "emitters of information" (the bus screaming around the corner, the honeysuckle along the hedgerow) gives us spatialization, a kinaesthetic understanding, a tactile relationship...a level of immersion which we, in

(6)

The line between computer-mediated experiences and film is less clear. In many ways, the palette of technologies available to each seem the same: an interplay of light and sound, projected on a two-dimensional surface over time. However, our techniques for dealing with information overload within the computer world are woefully constrained. As a

colleague remarked, "graphic design was a great resource for the 2-D, text-based computers of the past. Nowadays, we have fast 3-D graphics cards, stereo sound-systems, real-time animation..." [Wexelblatt97]. In other words, we have many of the same fundamental building blocks as the cinematographer, and we can use these to help communicate to the user in a new fashion. As Joe Bates notes, "The arts (film, theatre, novels, radio drama) have long studied a related problem [to user-interface and interactive entertainment agents]. Here the agents are called 'characters'...we believe these artists have much to convey to Al

researchers trying to construct believable interactive creatures" [Bates94b].

This thesis explores new techniques of embodying information: using computer interfaces which draw upon what we already know about the language of cinema and the reactions of

characters.

Fiction

In his novel "Idoru", William Gibson presents the following scenario within a virtual environment:

'The lizard she'd adjusted earlier came scurrying low across a narrow ledge of rock, clinging so close as to appear two-dimensional. Zona picked it up and stroked it into yet another color-configuration.

"What are you doing?"

"Harder encryption," Zona said, and put the lizard on the lapel of her jacket, where it clung like a brooch, its eyes tiny spheres of onyx. "Someone is looking for you. Probably thery've already found you. We must try to insure that our conversation is secure."

(7)

"Maybe. He's new. But those are better." She pointed up with the stick. Chia squinted into the evening sky, dark cloud tinted with streaks of sunset pink. She though she saw a sweep of wings, so high. Two things flying. Big. Not planes. But then they were gone.

"I have some ghost-bastard thing on my site..."

"It's in the software on my Sandbenders, too," Chia said.

"Show me," Zona said. "In my site I could not see it. My lizards could not see it either, but they grew agitated. The birds flew lower, but could find nothing. Show me this thing!" [Gibson96].

The lifeforms within Gibson's virtual world communicate information through their

behaviours and emotional states. Rather than explicit dialog-box interaction, the scene itself implies the information. At all times, "the computer" in the monolithic sense communicates through many embodied agents - however, the subdivisions and separate programs allow users to focus on different aspects, to compartmentalize tasks, to work in concert with the semi-autonomous software. And, through changes in lighting and atmosphere - common cinematic techniques - the emotional meaning of a message becomes clear. The goal is "to condense fact from the vapor of nuance," as a character describes a virtual environment in Neal Stephenson's Snow Crash [Stephenson93].

Why Animism?

The name for this system grows from the idea that information can be embodied and communicated through the very environment in which we interact. Animism is a principle expressed in many first-peoples religions around the world, with echoes in modern Japanese Shinto beliefs:

"[Animism] is the system of thinking based on the idea that the spirit (anima) is the seat of life and to [sic] explain all the phenomena of nature by attributing them to spiritual agency. It

(8)

is common among primitive races, as field works of cultural anthropologists' report, and among infants in the early stage of learning logical thinking. It was probably the most primordial system of thinking for understanding the world by the human mind.

In animism, everything is supposed to have soul and spirit and act accordingly, i.e.

"personification" of the components of the world. In the animistic world view, human being is not the supreme ruler of the world, but a member of the community with other beings, including animals, plants, minerals and natural phenomena such as the sky, water, mountains

and the earth" [ICT95].

In the computer world, there is definite resistance to treating software as overtly animate. Dijkstra warns that anthropomorphism (specifically) results in a waste of mental effort [Dijkstra90]. Shneiderman reports that it puts the user at the mercy of the machine, instead of letting them feel like they can initiate and control actions [Shneiderman95]. The thought is seen as a mistake, a mental slip made when we aren't paying enough attention to our reasoning. This thesis, however, will attempt to show a beneficial side to this "slip". Animism, an "illusion of life", can serve to be a useful way for a user to work with the

increasingly pro-active programs of the modern world. Nass and Reeves find that we already respond to computers according to fundamentally social rules [Reeves96]. By following ideas that seem to be more in line with the way we ordinarily make sense of the world, we can create a more fun, engaging and sensorally rich interface to our computers.

"Rationalists will say that this amounts to a mystification. Certainly, when you would look inside the casings of... machines or print out the code you would find a completely

determined technical system. But for the perception there remains something that is not identical with the technical description of its functional parts. From an engineering point of view these are new interfaces. From an epistemological point they are attempts to animate our environment, make it respond 'as if it understood our wishes."

(9)

Overview of Thesis

This thesis is an exploration of how to map cinematic techniques and character animation to interface. It consists of several "working sketches", which have lead to a more organized set of ideas. In the interests of clarity, these "theories" or directions of focus are introduced before the projects that motivated them.

Chapter 1, the introduction, serves to frame the general area, and to present a fictionalized

view that inspired my thoughts.

Chapter 2 outlines the groundwork this thesis builds upon. Ideas from software agents,

agents for entertainment, and theories of communication/theatre are discussed, using specific projects and papers from the literature.

Chapter 3 contains a more thorough discussion of the major ideas proposed by this thesis. I

discuss the differences between animism and anthropomorphism, the nature of background communication, how to degrade presence when an agent is no longer relevant,

lighting/camera techniques, and the importance of sound.

Chapter 4 describes the actual 'functional sketches'. I created a series of agents under the

Microsoft Agent architecture, as well as two projects running video and 3-D graphics as part of a Windows NT desktop environment. Details of implementation and an analysis of strengths and weaknesses are given for each experiment.

Chapter 5 concludes the thesis with a discussion of future directions for research, and an

(10)

chapter two

Prior Work

This thesis attempts to bring together ideas from three broad areas of research. To truly meet the goal of a more enjoyable and expressive interface, ideas from computer-science,

social science and the arts can all be brought into the same arena. We are concerned with an intelligence that originates in the computer-science world, where there have been many relevant projects that deal with representing and conveying information as well as producing it. We can also gain insight from computer scientists who focus on how to communicate emotion through sound and image - specifically, agents created with an eye towards entertainment. Finally, a more analytic approach to the question of human comfort and communication can be gained by studying theories of human-human and human-computer interactions.

In this chapter, I discuss relevant points from a variety of existing literature, projects and products. The first main area, Personified Software Agents, concerns projects which have the intelligence behind software as their primary focus; these works bring to light several ideas relevant to our explorations of agents-as-interface. The second section deals with characters and agents produced for Entertainment, focusing on believable characters and human reactions to them; Finally, we look at a few theories of Communication, paying specific attention to ways in which social dynamics and the dramatic arts influence the way we deal with computers.

Personified Software Agents

The dream of an intelligent software agent is pervasive and long-standing. In the time from Selfridge's "demons" of the 1950's [Selfridge59] to Negroponte's famous wink to his wife

[Negroponte96] to the commercial availability of agents like Firefly [Firefly], there has been a great deal of experimentation in learning strategies, action-selection schemas and user-modeling techniques. The goal is to create software that can be pro-active, assisting

(11)

-intimately and resourcefully as we interact with the computer. In this section I examine a few projects which express characteristic approaches to agent-representation, regardless of specific functionality.

Again, this thesis does not directly try to increase the intelligence of software, but to help its ability to convey information to the user. To that end, I will examine Apple Computer's "Knowledge Navigator" vision-video and "Guides" project, several projects from the MIT Media Lab in which facial representations are used to support agent-intelligence, and Microsoft's "Office Assistant", "Bob" and "Persona" initiatives.

Knowledge Navigator [Apple87]

Despite "experimentation" in the science fiction world for decades, Apple's Knowledge Navigator popularized the idea of the agent-as-eager-assistant. Apple produced a video envisioning a possible agent of the future, and later created a minimal software

implementation to explore related ideas. The scenario showed a fictionalized interaction between a university professor and Phil, the archetypal "digital butler". The character, rendered as a photo-realistic human, provided laconic commentary as it dealt with the user's professional and private life with intimate familiarity.

The Knowledge Navigator seems to crystallize many of the problems and dreams

surrounding anthropomorphized interfaces. To critics, the cold, smug, somehow Vulcan Phil represents a "superior" feel to the interface, putting the human in a more subservient role. The character dispassionately displays the progress of devastation in the rainforest [Maes97], and lies to the user's mother [Sterling95], conjuring images of an amoral

intelligence within the machine. What's more, the character in the video doesn't capitalize on its visual representation at all: gaze direction, the expressions of the character, and even its tone of voice rarely vary. The natural-language system and underlying intelligence depicted seem to be much more important to the design, while the representation seems superfluous. Even the specifics of Phil's representation "(high-resolution, real-time human portrayal) [don't] match his language capabilities, his thoughts, or his actions (single tasks performed in a rather unimaginative manner)" [Laurel 1991]. Still others criticize the domain in which the agent was situated: another stultified office-automation product,

(12)

working to the strains of the Masterpiece Theatre soundtrack. Indeed, later videos such as Apple's "Chapter One" envision the use of agent technology as useful in more naturalistic settings such as a home school, a writer's den or the kitchen. [Apple88]

To proponents of embodied agents, however, Phil represents a dream of what might be possible - as useful as a long-time human assistant, with persistent, intimate and multi-domain knowledge of the user. Phil would be sensitive to contexts, and could proactively suggest appropriate content. And while not exactly friendly, at lease he could respond to commands as a conversational participant.

To my mind, the project was extremely useful but represents a misguided view. The representation of Phil falls for the idea that a computer-generated person is what an agent should be. His embodiment isn't a good match for his abilities. Computer generated "people" will continue to receive an incredible focus of attention, as the idea has stimulated computer-research for decades in the past. However, with respect to computer-interface, it seems worthwhile to consider other embodiments that might be more useful.

Guides

The Apple Guides project used video characters as part of an encyclopedia of American History. Different characters (a frontiersman, a native american and a settler-woman) presented different perspectives on events. The system selected from various clips, recommending interpretations, topics and narratives to the user, in an effort to use the

"biased" nature of such information in a positive and meaningful manner. One of the goals of the project was to connect "the story being told (content) and the conditions of its telling (structure and context) [Don90]. Although the characters seem more closely related to oral, theatrical, and filmic representations than to dynamically generated agents, the project is still quite interesting to our discussion. The anthropomorphic, story-centered characters were well received by users browsing the content, but misinterpreted by those searching for a

specific piece of information. Laurel notes frustration on the part of users who wanted to give natural language conversational instructions to the guides, a level of sophistication being

(13)

photorealistic, human character representation increased these expectations. The production qualities and rendering style created a mismatch, then, between the intelligence of the agent and the expectations of the user.

Agents with Faces

Several projects have created agents that communicate through face-only representations. An email agent ("Maxims") and a calendar agent produced at the MIT used a caricature to indicate nine distinct states for the agent. The face conveyed that the agent was "Working",

or "Confused" or "Unsure" as it recommended actions to the user. The expressions were discrete, static and relatively simple, but made steps towards a feedback many agent-systems completely ignore [Lashkari94] [Kozierok93].

Koda studied rendering-styles, producing a range of cartoon and realistic faces in the context of a poker game. The users played against various characters, qualities like apparent

intelligence, expressiveness, ability and their own sense of comfort. Her study concluded that faces produce a greater sense of engagement and emotional attachment in users, but also that they are a distraction from the task at hand - in this case, the actual poker game.

[Koda96]

Microsoft Bob [Microsoftl]

"Bob" was designed to be an animated, easy-to-use front-end for a set of home-computer applications (datebook, financial planner, etc). Different family members were invited to pick a personal assistant from one of several characters, each with its own "personality" (read: verbosity). The characters (cartoon-style dogs, cats, bunnies and the like)

communicate through comic-book speech balloons, presenting the user with hot-linked options to help them learn about the software and execute macros.

Bob was the focus much criticism from users, computing magazines and the academic community, as it seemed to present a "dumbed-down" environment in which the computer was completely in charge. The product has been described as "propos[ing] to the user a life of caricatured meaninglessness, sliding unintentionally into the grotesque", "something straight out of Diane Arbus, " [Lanier95]. Bob is seen as a sickly-sweet, crippling use of

(14)

character in interface. Despite the fact that "User studies with Bob have verified that for many people, the social metaphor reduces the anxiety associated with computer use"

[Ball97], articles and user-reviews almost universally panned the system [Lettice95] [Wohl95].

The key failure seems to be that Bob completely replaced familiar tools and software representations with "cutesy", overly representational ones. The user was thrust into an environment where all control seemed to need clearance by the software agents, with little to no direct manipulation possible at all.

Office Assistant [Microsoft97]

One of the more interesting productized systems was produced for the Microsoft Office '97 suite. The user can select an animated character - a Paper Clip, a cartoon Einstein, a bouncy red ball, etc - to be the source for all help-file accesses. In addition, the character can

animate to show the machine following user-instructions (ie: printing, saving, sending email), and pro-actively suggests tips and shortcuts. Apart from well-crafted intelligence, the

character scales its behaviour to the type of information it has to dispense: if its giving an ordinary shortcut tip, a light bulb appears next to it. If it is responding to a more important action (ie: the closing of an unsaved file) it taps at the screen and gesticulates wildly. For the most part, however, its animations don't vary - it doesn't give any more information about computer-responses to user actions than a simple acknowledging of commands. In fact, most of the time the characters aren't conveying anything and the user has the option iconizing the figure until it's wanted again.

(15)

Persona [Bal197]

The Microsoft "Persona" project is a more recent example of work in the field. "Peedy", a computer-generated parrot serves as the interface to a music-selection/recommendation system. The project focuses on conversational interface, the goal being a character that can react to and respond with spoken English in a coherent dialogue. Peedy is rendered as a 3-D computer-graphics character, with synchronized movements and speech output. When asked, "What have you got by Bonnie Raitt", Peedy waves in a stream of notes and grabs one as they rush by, saying "I have 'The Bonnie Raitt Collection' from 1990". Peedy keeps track of which conversational state, allowing the user to respond with "Pick something from that". The animation engine supports the dialogue, for example having Peedy cup his wing to his ear while asking the user to repeat themselves when a command isn't understood.

Future goals of the system include plans for intelligent virtual-camera control (ie: to automatically track moving objects), and a tighter relation between the animations and the character (ie: the addition of emotional state and a more meaningful gestural language to Peedy's animation-repertoire).

Peedy presents a well-developed, consistent character as the interface, rather than an

animated icon serving to indicate state for intelligence which is clearly positioned elsewhere. Still, the system does focus on the assistant as ever present and always the center of

attention. In effect, Peedy is a direct-manipulation agent -- if the mixing of terminology doesn't make that description too confusing. Peedy is more like the librarian in a private, restricted-access collection than a helpful sidekick suggesting information to you as you go through daily life. This is precisely the philosophy Shneiderman predicts will prevent agent-style interactions from gaining commercial success: the agent always is in control, and user has no sense of mastery over the actions [Shneiderman94].

(16)

Entertainment

The world of entertainment raises many interesting questions not addressed in debates surrounding task-oriented software-agents. Indeed, "...building entertaining agents requires the agent researcher to think more about the user. The researcher is forced to address the psychology of the user; how will the typical user perceive the virtual characters, what

behavior will s/he engage in, what misconceptions and confusing situation may arise, and so on" [Maes95].

Many of the following projects have been influenced by traditional animators, most notably the Disney philosophies, as espoused in "Disney Animation: The Illusion of Life" by Frank Thomas and Ollie Johnston. Guiding principles of animation ("Do not let the expression

conflict with the dialogue. The way a character walks, stands, sits, listens - all reveal the meaning of his words"), characterization ("From the earliest days, it has been the portrayal of emotions that has given the Disney characters the illusion of life.") and even choice of rendering styles

("Tell

your story through the broad cartoon characters rather than the "straight" ones. There is no way to animate strong-enough attitudes, feelings, or

expressions on realistic characters to get the communication you should have [sic]. The more real, the less latitude for clear communication") [Thomas91].

In this section I will examine the Oz project at CMU, the Improv project from NYU,

Blumberg's Hamsterdam Construction Kit and Silas character, the P.F. Magic Petz products, Fujitsu's new "FinFin" environment and "Creatures" from CyberLife.

Oz [Bates94]

Joe Bates and his students at CMU have produced a project called Oz, developing interactive characters with a coherent emotional subsystem. The Woggles, who populate the world, are 3-D rendered autonomous characters existing in a cooperative environment, interacting with one another, their world, and the user (through simple mouse-clicks). The project has served as a testbed for a number of techniques in what Bates refers to as "believable characters". The goal is to produce creatures with such a consistent, predictable, dynamic set of behaviours that they appear to be reacting to stimuli around them in a life-like fashion. The main emphasis of the project is on making well-expressed emotional states, as a basis

(17)

for more complex behaviours and goal-oriented actions. However, by focussing only on the characters, they seem to have given themselves a much more difficult problem. One of his students notes he "started with what I thought would be a reasonable looking behavior, but it wasn't clear enough so I tripled and then doubled again [the relevant parameters] and still

only got a mope that people recognize when its pointed out to them." In addition to emphasized behaviours, animators and filmmakers alike use the scenery and lighting of a shot to provide emotional reinforcement. Oz seems a likely candidate to benefit from the ideas developed in the next few chapters.

Improv [Perlin96]

Ken Perlin and Athomas Goldberg at NYU have been working on characters capable of semi-autonomous action, at many levels of control. The basic design-impetus has been to create characters that can serve as "digital extras" in movies, interactive stories and

environments of the future. The "actors" must be able to respond to commands from a plot, from internal goals/behaviours, or from direct user-manipulation, integrating all input smoothly and seamlessly. Improv characters incorporate noise functions as part of their life-like animation system, ensuring that their actions are never repetitive or mechanistic.

Characters walk with a subtle, varying sway, or hold their heads at a slight tilt, or animate any of a variety of other degrees of freedom designed to make them more naturalistic.

Furthermore, they react to other characters, and are able to create coherent scenes together with minimal direct authorial control. A key lesson learned form their work is that small motions in the animation can make a big difference in how the character is perceived. An audience picks up on tiny, almost imperceptible details in character-animation, implying we can use and vary those tiny details for different effects.

Hamsterdam/Silas [Blumberg96]

At the MIT Media Lab, Bruce Blumberg's "Hamsterdam Construction Kit", and Silas T. Dog (the flagship character created with it) uses an ethological basis for behaviours and renders them with attention to tips from the Disney animators. Competing goals within the character respond to stimuli, with a particular behaviour eventually "winning" (and being expressed by the animation/motor-control subsystems). However, the characters are still affected by the secondary, "losing" behaviours, which may control other facets of the

(18)

character's appearance. For example, if Silas wants to play but the user orders him away, the gross motor action is to make the dog leave. Secondary controls, however, may make his head look back at the user, forlornly drooping his ears and tail. In this way, emotions seem

to come alive in the character. Rather than a simple collection of finite states, the creature gains expressive power through its ability to display many, perhaps even conflicting, states at

the same time.

Petz

PFMagic's "Interactive Pets" technology has produced the most widely distributed and well-received examples of interactive character technology to date. Using simple behavioural and learning algorithms, the Dogz, Catz and Oddballz characters run across their owners

computer-desktops, playing, sleeping, and performing tricks at their owner's encouragement. People develop strong feelings of ownership and affection for the digital pets, as evinced by the database of "Petz snapshots" submitted by proud owners, or the raging debate on "Should Virtual Petz Die" on the PFMagic website [PFMagic]. The characters are reasonably simplistic in animation-style and movement (existing as 2.5-D animations in common Windows or Macintosh desktop environments), yet produce easily recognizable and engaging behaviours.

FinFin

Fujitsu Interactive has worked with Joe Bates to release the Teo world - a PC-based virtual environment, populated by various "alien lifeforms" and available for consumer purchase. The first of these characters has been released to market, and presents as a 3-D mutant dolphin named FinFin. The character exists within a graphically rich, rendered screen-world, going about his daily routines of eating, playing, singing, etc. The user can interact with FinFin by attracting him with virtual food, or through the "Teo Antenna", an external motion-sensor and microphone plugged in to a computer through the game-port. Over time, FinFin will become "accustomed" to the human visitor, and may even perform tricks, or learn to come closer when a whistle is blown. The character is placed within a coherent environment which parallels our own: Planet Teo is synched to earth time via the system-clock, and FinFin's behaviors, moods, and activities are influenced by the rising and setting sun. The "supporting cast" of plants and animals adds to the believability of the main

(19)

character, and helps to convey his emotional state. FinFin singing as the sun sets behind him is made much more beautiful by the dynamic response of the environment to the

character (or vice versa). Unfortunately, the creators have fallen back on traditional user-interface devices in this Alife project: rather than relying on FinFin's acting abilities, "users

can monitor FimFin's feelings via a 'biosensor,' which indicates the level of happiness, fear, hunger, thirst, fatigue, sleepiness, etc., he is experiencing" [Fujitsu97]. The biosensor is a pop-up status-bar, with graphs and indicators to reveal something that really should be apparent through the actions of the character itself.

Creatures

"Creatures" is another Alife game/environment, where cartoon "Norns" interact, grow and learn in an on-screen world. Users can communicate with the characters through simple text commands or with a mouse-pointer, and can observe them with a first-person point-of-view (to see what a particular creatures is looking at), a third-person view as they learn about and

Figure 3: "Creatures" exploring their world

interact with their world, and a pop-up window to inspect personal and genetic information for a creature. Users can trade Norns on the Net, breed them to emphasize certain traits, teach them words and concepts, and let them teach one another about the world they live in. The ecosystem in Creatures is quite complex, with various plants, diseases, and predators

one must help the Norns deal with. As the User's Guide mentions, "Please note that the Norns look to you as their keeper and parent," [CyberLife97] and the creatures can develop

(20)

bad habits, diseases or poor genetic diversity through "bad parenting". A cross between

SimCityTM and Petz, the software is a great vision of a complex, interactive, character-based ecosystem. It would be interesting to have on-screen variables like weather map state to real-world or on-line activity, with the health and behaviour of the Noms communicating information as well as entertaining.

Communications/Theories

This work also depends on certain ideas about the way peoples' interaction with machines and with one another. 'Animist Interface' hinges on electronic media's ability to influence us subtly and subconsciously with common and relatively simple techniques. Everything from the style of presentation (ie: film techniques and dramatic sensibilities) to basic social interactions can be used to influence users, implying information without needing full text. Nass and Reeve's studies of the parallels between human-computer and human-human interactions, Brenda Laurel's theories from her book "Computers As Theatre" and Clanton's contrasting of Film and UI techniques are discussed below.

The Media Equation [Reeves96]

Professors' Nass and Reeves of Stanford's "Social Responses to Communication

Technologies" center have re-created more 50 experiments from social-science literature, designed to test the specifics of our social interactions. However, in each case, they

modified the protocols to test if the same responses could be elicited from human-computer relations. Overwhelmingly, the results detailed in their book "The Media Equation" lead to the conclusion that our computer/media interactions are fundamentally social. Dominant personality types, team-player scenarios, praise/criticism situations, even notions of politeness all come into play when people are dealing with computer interfaces. The findings don't suggest that we think of computers as people: rather, that we perceive many social qualities in our interactions with machines, and are affected by them in the same ways as we are by people.

(21)

While their philosophies and ideas have been very influential to my thinking on interfaces i general, the following ideas are especially relevant to our discussion:

-The relative importance of rendering styles and "realism" in anthropomorphic interface is not as great a concern as commonly thought. "Simple line drawings of objects (as long as

they have eyes or even a hint that they are alive", are quite enough to activate psychologically rich responses."

-People can identify personality (predict reactions, characterize affinities) in almost any type of interface, "from toaster ovens and televisions to word processors and workstations. Personality can creep in everywhere - the language in error messages, user prompts, methods for navigating options, and even choices of type font and layout."

-'Teammate' is a better way to approach human-computer interaction than either 'tool' or 'all-knowing agent'. "Computers and users should be peers, and people should be made to feel dependent on computers without feeling inferior or superior. Being on the same team encourages people to think that the computer is more likable and effective, and it also promotes cooperation and better performance"

The philosophy of the Media Equation isn't limited to character-based, humanoid interfaces, but discusses the effects of general television/film components like on-screen movement, image fidelity, and scene-changes. These discussions lead naturally to an investigation of film-techniques in computer interface, as a possible tool for increasing or controlling the impact of agent-driven messages.

Studies on Faces

Several researchers have studied the affects of anthropomorphic representations (and, specifically, human faces) on user comfort, perceptions and work-habits. Walker found that giving the interface a face produced a more engaging effect, but also required more attention and effort from the user. She also raised the idea of using markedly different faces for different tasks, such as providing information and requesting information. [Walker94]. King explored how people react to shapes as well as faces. He found that people attributed the most intelligence and agency to 3D human faces with blinking eyes, but that various

(22)

the caveat that the representation should match the abilities of the agent - if a photorealistic face is used, it implies that the agent has human-level intelligence and communication skills. [King96] [Koda96]. Takeuchi compared an abstract symbol and a synthesized face as the means of providing helpful information. Within the context of a card-game, he found that

the face was more engaging and fun, but required more attention on the part of users. The more abstract object (an arrow) allowed users to focus on the card-game itself.

[Takeuchi95].

Computers As Theatre [Laurel9l]

Brenda Laurel has recognized the usefulness of theatrical and artistic input to agent

technology for many years. Her work approaches human-computer interaction from a basis in communication we've built over centuries of experience, drawing parallels to stage and set design, character representation, and theories of dramatic storytelling.

In discussing anthropomorphism, she points out the usefulness of character in

communicating predictability and the display of intentionality - one of the more difficult questions arising from any discussion of user-comfort with autonomous software agents. Indeed, "in most cases, we want to be able to predict [agent] actions with greater certainty than those of 'real' people", an idea which falls well within the skills of the acting

profession. [Laurel90]. She also notes that gestural-language work, currently studied as input [Brennan94] [Buxton90], has potential as output as well. Verbal natural-language features can be augmented or supplanted by the conventions of body language we use in daily life as another form of "natural language". Embodied characters, than, enlarge the vocabulary with which we can communicate with the user.

Her work touches also brings up other relevant ideas: by approaching the problem of computer interaction with a dramatic bent, she opens up the possibility of a direct application of cinematic and dramatic techniques to interface display and design. The techniques of a set-designer can be brought into play, to communicate mood, tone, or tension much as they do in a dramatic work. Rather than simply taking graphic screen

(23)

design a level further, however, she considers the very action of working with a computer a dramatic one, with communication occurring at a variety of dramatic levels and meanings.

Film Craft in Interface Design

Chuck Clanton and Emilie Young analyzed the overlap between computer interface and film techniques, with an eye towards incorporating the emotional and communicative impact of these narrative media into traditional computing. They addressed ideas such as:

-Framing: activity at the centre of a frame has different meaning than action at or directed towards the edge of the screen. Placement screen-right and -left also implies

entering/exiting or moving forwards/backwards in time. Adding dynamism to the way multiple object are displayed, such as a camera shot of one character re-adjusting to a two-shot when another enters, can be used to suggest a relation between the objects.

-Camera Techniques: the distance from a camera to an object can show importance, as can focus. A sequence of close-ups can be used to show a causal relation between two objects, and draws immediate attention to them. The angle of viewing also affects how the viewer feels about the object (ie: low-angle shots indicating power and dominance, while an overhead view signifies remoteness)

The techniques discussed draw tend to draw parallels to existing projects rather than suggesting new techniques or directions for research, but remain an excellent example of how closely allied the two fields may in fact be.

(24)

chapter three

Theories of Animist Interface

Over the course of studying and experimenting with animist interface agents, certain ideas emerged as useful for enriching agent-user interaction. What follows is a discussion of the decision for Animism (as opposed to anthropomorphism), the importance of

foreground/background elements, the graceful degradation of communication, lighting/camera work, and sound.

The Case for Animism

If one is to believe critical literature, Anthropomorphism and Agent-Embodiment seem to go hand in hand. Tirades claim that agent-based software emasculates the user by acting as a

"person" and thus relegates the user to the role of a computer [Lanier95], and that treating machines like people will make us treat other people like machines [Schneiderman96]. Beyond suggesting difficulties with agents in general, these arguments implicitly accept a humanoid representation (or at least one with human-level capabilities, such as Peedy the talking parrot [Ball96] or Microsoft Bob's saccharine fuzzy-animals.) as the inevitable outcome of any attempt to visually represent the agent-intelligence.

This idea seems inherent in fictional, conceptual and Artificial Intelligence approaches to agents. In his 1985 American Association of Artificial Intelligence Presidential Address [Bledsoe86 ] Woodey Bledsoe told of his continuing dream to build a computer friend. He spoke of the "excitement of seeing a machine act like a human being, at least in many ways," of building a machine that could "understand, act autonomously, think, learn, enjoy, hate" and which "likes to walk and play Ping-Pong, especially with me" [Bates94].

However, this idea has produced many of the more marked failures in personified interface. For example, "bank terminals have matured through the early phase in which

(25)

dominated. The anthropomorphic styles are cute the first time, silly the second time, and an annoying distraction the third time." [Schneiderman96]

Animism is the finding of life (or "animate behaviour") everywhere around - the attribution of consciousness to nature and natural objects. Encyclopaedia Britannica Online defines animism as a "belief in spiritual beings who are concerned with human affairs and capable of intervening in them" [Britannica97]. Experiments in interactive characters have produced

many enjoyable, coherent and believable characters without a human or caricatured representation. These "lower order" lightweight forms, from animals to plant-life, or even natural qualities such as light, seem to be interesting areas for interface experimentation. The value of the agent-style thinking remains untouched: literature making the case for agent-based thinking notes that "The [traditional] rote-instruction follower image affects and infects our thinking and limits our imagination about what computers can do." [Travers96], and that

"Animacy, then, is more properly understood as a framework or way of

thinking... .Animate thinking stems from a basic need to explain happenings and tell simple stories about them, and a need to fit things into roles in the stories as actors and objects of action" [Keller85]

None of these claims imply a need for natural-language output, or complex human-like facial expressions, or any of the other accoutrements of anthropomorphic representation. Ibister notes that "assessing whether a computer agent is 'intelligent' is not a matter of deciding whether it has human intelligence or mimics human neurological functioning. Rather, it is a matter of assessing whether the agent possesses the cues that lead a person to label

someone/thing as 'intelligent'." [Ibister95]. She goes on to suggest using other cues to create human-like characters, but the point is still well-taken when applied to non-human characters. Indeed, lower-order life forms may prevent many of the over-attribution errors a human-like character inspires. Making a character speak in full sentences implies that it is capable of understanding the same - in most cases, an incorrect implication. Similarly, support for human-like reactions and photorealistic imagery implies the system can interpret

(26)

and display sophisticated human emotions. Laurel warns that agents should have "a symmetry in modalities" [Laurel91], matching abilities to appearance.

If, on the other hand, we are presented with a mapping between the health of a digital plant and, say, the health of hard-drive, it doesn't imply that the plant understands what or why a problem is happening. The plant can display state without creating false expectations about how the user should deal with that state. In terms of predictable and characteristic activities, however, the lightweight characters are much more tenable. A dog, for example, is much easier to fit within a well-defined, well-understood stereotype:

"The idea of a canine agent... suggests a class of activities (fetching the morning paper and announcing intruders, for instance), a level of competence (the agent will deliver the paper but will not provide commentary), and a kind of communication (a small repertoire of simple commands and an equally small repertoire of behavioural responses) that may be entirely appropriate." [Laurel90]

Essentially: we don't have any familiarity with parrots that can work Jukeboxes, or cartoon heads that can read our email. We do have experience dealing with pets, or accepting lighting conditions and setting as indicators of emotional atmosphere. These "lightweight" characters can also be worked into multi-agent systems with greater ease. Different aspects of system intelligence and communication can be reflected by different embodiments. The other two options, creating one comprehensive super-interface-agent or having multiple competing fully-rendered characters, seem much more confusing. Artificial characters from the entertainment world seem well developed for engaging and intriguing users - it seems useful for us to incorporate the techniques that work when designing interface agents.

(27)

Foreground/Background

The Ambience project of Hiroshi Ishii's Tangible Media Group at the Media Lab has been the source of much inspiration and guidance. His team focuses in part on background media -- information conveyed through subtleties of sound, movement, and lighting in the physical world around us. The ideas also have merit inside the world of the computer: agents don't always need to communicate as if they were the centre of attention, but can instead use imagery, colours, screen-lighting or sound to communicate through background channels. The user can remain focussed on their tasks, yet be kept appraised of whatever the agent may be doing (handling network security, translating/parsing mailing lists, etc)

Indeed, some of the problems voiced by critics of agent-technology may be answered by these ideas. The user can be made more aware of what the agent is doing on their behalf, in way that doesn't interfere with their own tasks. This style of communication is not very

common in today's software; system diagnostic tools exist, for example, but the user has to query them to find any information. Intelligent software can poll the very same diagnostics, and use non-intrusive techniques to convey this state. The feelings of being in control, or at least well informed (rather than being alerted only when the agent needs approval) can help the user feel more comfortable with the automation and autonomy inherent in agent-style software.

This fits within the idea of an "animist interface". The state of the software and the system is embodied, but not as a humanoid character or free-floating face. The very environment takes on a meaningful function. Presently, many of the visual elements on the desktop are set arbitrarily - at best, they are used as a way to personalize a computer. Beyond this, the colors and imagery remain completely static, despite their visual prominence and ubiquitous presence. By changing desktop-patterns, window borders and color-schemes from arbitrary bitmaps to useful interface-elements, we can inform without adding to the visual complexity of the average computer-desktop.

Furthermore, these background or "ambient" communication channels can do what few character- or facial-based systems can: communicate effectively without needing the user's full attention. "Most of the visual field is in peripheral vision, and peripheral vision has a

(28)

special deficiency - image fidelity. When vision is fixed on any particular word, facial feature, or object, most of what we see is rendered quite poorly" [Reeves96]. With this in mind, it seems limiting to tie all agent-driven messages to a detailed face. Indeed any complex rendered object seems problematic and distracting. If we can deliver general messages about mood or intensity, danger or change with low-resolution, subtle and

environmental changes, we can increase information flow without overwhelming the user. In the same way that we pick up on subtle cues in our real-world surrounds, or implied messages in the mise-en-scene of a film, we can receive information through the background channels of our computer screens.

Within this environment, messages can still push into the foreground: characters or elements can suddenly shift opacity, coloring and location to attract the user's attention as deemed "necessary" by the agent-intelligence. However, we can again use "background" channels to augment the information being delivered. Rather than using traditional full-text dialog boxes for every message, no matter where it originates or what it says, we can use the contents of the message to affect how it is delivered. At our disposal are the tools of computer-based graphical design: color, rendering style, visual prominence, animation, etc. Jagged, "nervous" fonts and imagery might indicate a security problem; a character might tell you about a mail attachment while sitting near the application needed to view it; messages from distant locations might be reported by an exhausted, drooping figure; lighting conditions might dramatically shift when the user is alerted to a possible system-crash.

The message conveys less information than a full-text dialog box might. However, this is a purposeful ambiguity: the message is quickly digested when its not immediately relevant, so false-positives are not too distracting. Furthermore, it can display information from a variety of sources without using one explicit gauge/indicator for each feature. When necessary, the user can act to get more information or the agents can push into the foreground. The combination of these techniques can blend agent messages more seamlessly and usefully into the user's workspace.

(29)

Graceful Degradation

Well-designed, beautiful, multi-media interfaces must walk a delicate line between style and utility. The emotional impact of using the system must mesh with the actual functionality at all times. The problem, then, is that characters and settings should maintain the impression of coherency and consistency while still performing useful functions.

In order to preserve an illusion of life, for example, Microsoft Agent's Genie runs through several idle-state animations. When not otherwise instructed to perform some action, the character will nod off to sleep, or pull out a pen and write something down. Unfortunately, this leads to immediate interpretive difficulties: when is the character communicating useful information, and when is it just running a consistent animation? One viewer of a system developed during this thesis asked "Why is he bored? Am I boring him?". The answer is straight out of the Velveteen Rabbit: "No, he's just wants to be Real." [Williams84]

Highly anthropomorphic characters enhance communication through animating facial expressions, body language, etc. However, as a result, they have too many degrees of freedom to occupy when they have little or nothing to communicate. An interface agent is not necessarily the same as an Al-complete lifelike character, nor does it have the complex inner motivation and emotions the way an actor in a film might.

In order to remain more than a distraction, the character needs to degrade its presence -- to fade into the background, out of notice, in a consistent and graceful manner. The character should use dramatic movements only when it has something to say; it can also use a steady animation which continuously displays state. Simply popping in and out of the foreground like a dialog box, however, restricts the system from conveying a range of information. Thus, control over opacity, size, colour saturation, location, graphic detail and movement can all be orchestrated to fade the character in and out of the foreground as what it has to say becomes more and less relevant. Essentially, we want to be able to scale presence to match importance.

(30)

To this end, we must also choose our characters correctly. If fully-rendered humanoids have too many degrees of freedom for the agent-intelligence to animate meaningfully, then

perhaps a lower lifeform or some other recognizable and readable an embodiment is called for. Plant life, for example, can have a fairly obvious set of mappings between health (or form or colour) and "mood". Traditional animators have produced wonderful and

communicative characters from archetypes as simple as a Persian rug or a flour-sack. With this kind of character, we don't control actions, but emotions. The simplistic nature of the representation controls what it does, and outside stimuli influence how it does it.

A lightweight character may have a more natural idle-state, or more obvious characteristic activities it can perform to preserve the illusion of animacy. The simplest, most readable character should be chosen for the task at hand.

"Lights, Camera.. .Action!"

In the movies, actors are not dropped in front of a camera and told to act. The scene is not played out in whatever location is handy, with a couple of halogen lamps plugged in near-by.

Rather, the look and feel of a film derives from the confluence of imaginative and skillfully-executed camera-work, costuming, lighting, set design, and a host of other skilled talents whose credited perpetrators rush by in 12-point font while the closing theme plays. These

areas suggest incredible opportunities by which the interface designer can increase the impact and legibility of their characters and settings. Furthermore, they can serve to increase

the explicit nature of a message; as Hoffner and Cantor noted in their study of the

perception and responses to media, "formal aspects of television and film productions may enhance the salience of certain nonverbal behaviours."[Hoffner9l] The language of drama is at times the language of melodrama: an enhanced, stereotyped vision of emotion and

communication painted in broad, readily apparent and easy-to-understand strokes.

Movement of a virtual camera, for example, seems to be an idea completely ignored in existing character interfaces. Proponents of anthropomorphic design often make the point that we as people are used to the dynamics of social interaction, and therefore could benefit from computers that responded to and replied with the same language. The "language" of

(31)

cinema is also extremely familiar to us, and has created a very sophisticated set of techniques for implying information to the audience. Cuts, pans, fades, L-cuts, focus-shifts, framing, and the wealth of other techniques the expert cinematographer have at their disposal can be imported wholesale into the world of character interfaces.

If a character has an important message, it doesn't need to jump up and down and wave frantically; it doesn't even need arms or legs as part of its representation. A well-timed cut to close-up, or a sudden zoom, can express more about what that character is "feeling" or what message it is trying to convey than a dialogue or text ever could. Framing in that close-up

could establish a relationship between a character and an icon -- bringing a

cinematographer's eye to the layout of the desktop as well as the movement of a character. A series of fades could be used to signify time passing as a character is involved in a long

download, or a slow change in focus and depth of field might indicate progress in a long file-copy. A series of fast cuts, or a hand-held effect in camera-movements could imply high-tension situations like insecure data-transmissions or automatic running of anti-virus software.

Lighting can be used as an ambient communication device, for example showing the passing of time by movement of a light-source. However, cinematic techniques of lighting design can also be used to add dramatic effect to communication. A mobile character can be lit from beneath to increase tension when asking for confirmation of important instructions, or backlit to heighten mystery during an untrusted applet-download. Changing the colour and angle of a virtual lighting source could emphasize that a character was switching topics or contexts.

For example, both Sheth's "Newt" news-filter and Kozierok's calendar agent used simple faces/characters to build trust - they kept the user informed about agent recommendations by making it clear when the system wasn't very sure about what it was producing

[Sheth94] [Kozierok93]. Both of these projects might be enhanced by techniques of lighting and camera-moves designed to present the character in whatever "light" is required.

In another example, Microsoft's "Office Assistant" Paper clip lurches forward and taps at the window/"camera" when it urgently needs the user's attention. The framing of the

(32)

character emphasizes emotion, and the z-axis movement attracts more attention than 2-D animation would. This effect is Assistant's more useful animation, as it performs an action none of the other icons in the interface can duplicate [Microsoft97].

Essentially, the idea is that a computer-generated "world" is *not* bound by the same rules as the real world. Time, location and movement are malleable, and we can use existing and well-understood cinematic techniques for telling stories or conveying information if we recognize this. The setting can be used to increase the bandwidth of communication

between the computer and the human. If the point of embodying computer state is to make it more understandable, then we should use whatever languages, techniques and tools are

available to get our messages across.

Sound and Music

The use of sound is an important and useful part of building a coherent and understandable space. In tests on perception of "emotion" in a computer/video character, Borkenau found the quality of audio to be more important than the quality of video images. He also noted that specifics about the audio information, such as 'unpleasant voices' or 'halting speech' were noted much more than visual cues [Borkenau93]. Incidental music and foley sound-effects can convey information through a channel that doesn't distract the user from the visual task they're engaged in. Today's midi-capable personal computers still limit the

audio-component of their interface to a single-tone "error" beep, or some slightly more complicated instantiation of the same functionality.

Beyond decisions to avoid technology such as speech synthesis (the current quality makes it more distracting then useful -- research suggests that low-quality audio is more distracting and noticeable than low-resolution imagery [Reeves96]) -- time constraints dictated that sound not be more fully explored in this thesis.

These theories were developed while brainstorming and experimenting with many related ideas. The next section details the three experiments that produced and incorporated these principles.

(33)

chapter four

Three Experiments

The ideas of Animist Interface were produced through a design/implementation/iteration model of development. After researching relevant areas, I sketched and implemented an idea. I analyzed that project, found interesting points, and re-did the entire process. That

second idea was re-analyzed, and I came up with a final project that incorporated salient points from other two. In all cases, the "functional sketches" were developed to point of usability, not full functionality. I produced just enough intelligence to provide interesting output for the display algorithms.

The next few sections describe the three prototypes, addressing issues of design, implementation, and critical review. "The Genie", an anthropomorphic interface, was developed to explore the issues of human-like characters on the computer desktop. An analysis of the dangers of that style of interaction led me to experiment with the

"Background" project, replacing the desktop background with controllable random-access full-frame video. Finally, "Mise-en-Scene" experimented with lightweight

non-anthropomorphic characters in a rendered environment.

Experiment 1: The Genie

Overview

(Note: some this section is adapted from [Lachman97])

Most of the attention surrounding embodied agents is concerned with "traditional" character-based systems; that is, with recognizable animal or humanoid forms (albeit of a variety of rendering styles and animation types). However, flagship systems such as Eager [Cypher9l] Newt [Sheth94] seemed to use the character as mere indicators of static state: the system is listening, or it's busy, or it has a suggestion. Even the animations of

Figure

Figure  2: Persona's  "Peedy"
Figure 3:  "Creatures"  exploring  their world
Figure  4:  Genie with  Email Agent Figure  5:  Genie with  Maitre-D
Figure  6:  Background  with  high processor  load
+2

Références

Documents relatifs

En conclusion l’interface méditerranéenne Nord / Sud opposerait d’abord des systèmes de valeurs qui dans le cadre de la mondialisation d’une part et de l’évolution des

This implicit form of interface conditions takes into account higher order terms of the asymptotic expansions and it is, thus, expected to provide a better approximation of the

Cette interface est habituellement utilisée pour la communication entre un micro- ordinateur et une imprimante (Centronics est un constructeur d’imprimantes, créateur de

[40]. The unsaturated fatty acids are mainly attached at the sn-2 position of the glycerol backbone of glycerophospholipids. The reason for the lower main transition temperature is

We bave recorded trie burst size distribution, g(s), in trie long time regime, considering trie bursts which can be defined at every elementary time step.. Let us consider two

This section concerns more precisely self-report of users about the two VR interfaces. The goals here are to determine the differences between the walking interface and a BCI,

and on the symmetry of the corresponding CSL in relation to the symmetry of the parent lattice /5-6,'. A theoretical study of triple junctions, which has been

They are Memory, Character Generation, Composite Video Output, Read Clock, and write Clock.. The microprocessor, keyboard, or some attached circuit writes the